using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;

namespace Gameplay.PVE.Config
{
    public class PveHeroConfig
    {
        public int id;
        public int modelId;
        public int skillModelId;

        //public int pveNormalAttackId;
        //public int pveHp;
        public float pveAttackRange;

        public int rpgNormalAttackId;

        public int rpgNormalSquatAttackId;
        //public int rpgNormalAttackSubId;
        public int rpgSkillId;
        public List<Vector3> rpgSubSkills; 
        public List<int> rpgAutoSkills;//自动释放，n+1次普攻后可释放，代替普攻
        public List<int> rpgCommanderSkills;//进场生效
        public List<int> rpgPassiveSkillId;
        public float rpgAttackRange;
        //public int rpgHp;
        //public int rpgMp;
        public int rpgSkillCost;
        public int ammoCount;
        public float moveSpeed;
        public float reloadTime;
        //public float squatUpTime;
        //public float squatTime;

        //public int rpgType;//0 近战  1 中程  2 远程
        public int searchType;//0 最近的敌人  1 最近的队友
        //public int searchSort;//0 优先前排  1 优先中程  2 优先远程

        //public float modelHeight;

        public int bossType;

        
        public float walkSpeedRatio;
        public float runSpeedRatio;
        public int canMoveAttack;
        
        /// <summary>
        /// 0.攻击 1.防御 2.生命 3.怒气 4.命中率 5.闪避率 6.暴击率
        /// </summary>
        public List<float> attributes;

        public int weaponType;

        public int oneTurnAmmo;

        public int shootTurns;

        public int moveType;
        
        public int posType;

        
        public List<float> shootInterval;
    }
}